You can change the controls in MushroomStew.ini.You can have a list of the controls + basic game hints by pausing the game with escape.There are .bat/.sh files to run in editor mode and the edited map is specified in ScrollEd.ini. I'll add a readme with all the info soon.

A level editor (Aquaria-style) is available and everything is tweakable with .INI config files. I'll take care of all the programming.

Today I began doing a top-down action/shooter game (so far I've got the main character animated movement + shooting along with static enemies with homing missiles) but most of the assets are better for side views so I'll probably abandon this proto there. It's also harder to do differential scrolling with a top down view.

Sidescroller sounds good to me.As for the plot, I haven't a single clue.We can have tanks, a fighting "dragon-girl", wizards spawning mushroom soldiers and a lot more of awesome stuff but I haven't any idea how to bind this all.

As for the main character, any preference? There are a couple of very well animated sprites in the assets.

I'll prepare a couple of different playable characters first, and then select tile sets.So far I've planned on using the tile sets made by jrhill and arachne.

I'm currently in the process of setuping your own DragonPrincess as a playable character, Kazerad, it's a fine work you've done there, congrats! The overlay for the on-the-fly coloured version is a nice addition too.

Right now I'm trying to figure out how to add an alpha layer with GIMP to your sprite sheet. Such a simple task ends up taking me so much time, but I'll eventually figure it out!

As I still don't know exactly what the game would be, I'll try to have some of the characters usable both for player and NPCs.

EDIT: Victory! I'm now a lvl 0 artist: I can create an alpha layer from a selection in GIMP. -_-

I'm currently in the process of setuping your own DragonPrincess as a playable character, Kazerad, it's a fine work you've done there, congrats! The overlay for the on-the-fly coloured version is a nice addition too.

EDIT: Victory! I'm now a lvl 0 artist: I can create an alpha layer from a selection in GIMP. -_-

You can also go to Layers > Transparency > Color to Alpha

I tried that at first but I ended up with full transparency on the blue background and some kind of half-transparency on the sprites themselves.

Color to alpha will do that. Color to alpha makes a specified color completely transparent and every other color relatively transparent so that if you put the color that you specified behind it (the background) you'll have the same image. It's quite useful.

EDIT: Victory! I'm now a lvl 0 artist: I can create an alpha layer from a selection in GIMP. -_-

You can also go to Layers > Transparency > Color to Alpha

I tried that at first but I ended up with full transparency on the blue background and some kind of half-transparency on the sprites themselves.

Color to alpha will do that. Color to alpha makes a specified color completely transparent and every other color relatively transparent so that if you put the color that you specified behind it (the background) you'll have the same image. It's quite useful.

Ok I see! So far I only wanted fully opaque sprites. I'll probably use semi-transparency for sword trails and stuff like that.

Erm, had 2 days off the computer so the project didn't advance much, but I'll try to be more productive for the coming days.

I decided to integrate a bunch of assets (see the Credit.txt for the exhaustive list).So far I only had time to had trees, houses, a couple of backgrounds and the basic animation set for Kazerad's Dragon princess.

As integrating assets so that they can be used in the editor is a tedious work, I took a pause to actually code a bit and I got the basic player move (run, jump/double jump, crouch & slide). I've also coded logic for missiles/projectiles and creating dust FX/impacts depending on the surface that was hit.

Next steps are adding a melee+range attack to the player logic + test it with the Dragon Princess character. I'll add other playable characters later (such as Fifth's Doggy or Xion's Sword Guy) as it's only a matter of integrating their assets and tweaking their properties (type of attack, damage, health, FXs, ...). This tweaking is completely done in config files so it won't require any extra code and other playable characters can be easily added.

As I literally such as level design, if jrhill is too busy I might go for arenas and have a PvP game instead of a more traditionnal side scroller.

use depth layers (any number of layers you want, by default it's set to 9)

activate/deactivate the parallax differential mode

display a grid and enable/disable a snapping mode to align stuff

test the game on-the-fly, in the editor

save/load a map with automatic backup saves in separate files

Again, it's an alpha version so don't expect the best map editor made, but so far it suits my need.

To launch the editor, simply use the -editor flag (there's a .bat provided for convenience).

The sample level I created is *simply* an example to test the whole code, nothing more, so it's a bit messy with trees all over the place!

The full source code is provided in the archive along all the unencrypted config files. Only the release win32 build is available to keep the archive light though.The Mac OS X & linux project file will be made later but I can do them if someone would like to play with them.

jrhill, if you ever try the editor and want a detailed explanation on how to use it, please let me know.

Also, I know the explosion are a bit "too much" for land/jump FXs, but I find them neat for a red-coloured Dragon Princess!